Attempts to improve performance. Not much gain yet, but good to experiment what has effect and what hasn't.

Added 'DO_BENCHMARK_PYRAMID' to CcdPhysicsDemo.
This commit is contained in:
ejcoumans
2007-03-20 20:12:23 +00:00
parent f8fe7e8f2d
commit c1a54d9edc
19 changed files with 356 additions and 234 deletions

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@@ -122,12 +122,9 @@ class btPersistentManifoldSortPredicate
{
public:
bool operator() ( const btPersistentManifold* lhs, const btPersistentManifold* rhs )
SIMD_FORCE_INLINE bool operator() ( const btPersistentManifold* lhs, const btPersistentManifold* rhs )
{
int rIslandId0,lIslandId0;
rIslandId0 = getIslandId(rhs);
lIslandId0 = getIslandId(lhs);
return lIslandId0 < rIslandId0;
return getIslandId(lhs) < getIslandId(rhs);
}
};
@@ -142,8 +139,17 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
{
BEGIN_PROFILE("islandUnionFindAndHeapSort");
if (0)
{
int maxNumManifolds = dispatcher->getNumManifolds();
btCollisionDispatcher* colDis = (btCollisionDispatcher*)dispatcher;
btPersistentManifold** manifold = colDis->getInternalManifoldPointer();
callback->ProcessIsland(&collisionObjects[0],collisionObjects.size(),manifold,maxNumManifolds, 0);
return;
}
BEGIN_PROFILE("islandUnionFindAndHeapSort");
//we are going to sort the unionfind array, and store the element id in the size
//afterwards, we clean unionfind, to make sure no-one uses it anymore
@@ -152,9 +158,11 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
int numElem = getUnionFind().getNumElements();
int endIslandIndex=1;
int startIslandIndex;
//update the sleeping state for bodies, if all are sleeping
for (int startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
{
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)

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@@ -18,6 +18,8 @@ subject to the following restrictions:
#include "../../LinearMath/btAlignedObjectArray.h"
#define USE_PATH_COMPRESSION 1
struct btElement
{
int m_id;
@@ -79,6 +81,7 @@ class btUnionFind
if (i == j)
return;
#ifndef USE_PATH_COMPRESSION
//weighted quick union, this keeps the 'trees' balanced, and keeps performance of unite O( log(n) )
if (m_elements[i].m_sz < m_elements[j].m_sz)
{
@@ -88,6 +91,9 @@ class btUnionFind
{
m_elements[j].m_id = i; m_elements[i].m_sz += m_elements[j].m_sz;
}
#else
m_elements[i].m_id = j; m_elements[j].m_sz += m_elements[i].m_sz;
#endif //USE_PATH_COMPRESSION
}
int find(int x)
@@ -98,7 +104,7 @@ class btUnionFind
while (x != m_elements[x].m_id)
{
//not really a reason not to use path compression, and it flattens the trees/improves find performance dramatically
#define USE_PATH_COMPRESSION 1
#ifdef USE_PATH_COMPRESSION
//
m_elements[x].m_id = m_elements[m_elements[x].m_id].m_id;

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@@ -49,10 +49,9 @@ void btBoxShape::calculateLocalInertia(btScalar mass,btVector3& inertia)
btScalar ly=btScalar(2.)*(halfExtents.y());
btScalar lz=btScalar(2.)*(halfExtents.z());
inertia[0] = mass/(btScalar(12.0)) * (ly*ly + lz*lz);
inertia[1] = mass/(btScalar(12.0)) * (lx*lx + lz*lz);
inertia[2] = mass/(btScalar(12.0)) * (lx*lx + ly*ly);
inertia.setValue(mass/(btScalar(12.0)) * (ly*ly + lz*lz),
mass/(btScalar(12.0)) * (lx*lx + lz*lz),
mass/(btScalar(12.0)) * (lx*lx + ly*ly));
}

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@@ -68,7 +68,7 @@ void btSphereShape::getAabb(const btTransform& t,btVector3& aabbMin,btVector3& a
void btSphereShape::calculateLocalInertia(btScalar mass,btVector3& inertia)
{
btScalar elem = btScalar(0.4) * mass * getMargin()*getMargin();
inertia[0] = inertia[1] = inertia[2] = elem;
inertia.setValue(elem,elem,elem);
}